PrimitiveComponent.md
April 18, 2021 · View on GitHub
UnrealEngine.Framework
PrimitiveComponent Class
An abstract component that contains or generates some sort of geometry, generally to be rendered or used as collision data
public abstract class PrimitiveComponent : UnrealEngine.Framework.SceneComponent
Inheritance System.Object 🡒 ActorComponent 🡒 SceneComponent 🡒 PrimitiveComponent
Derived
↳ MeshComponent
↳ MotionControllerComponent
↳ ShapeComponent
↳ SplineComponent
↳ TextRenderComponent
Properties
- AngularDamping
- CastShadow
- IgnoreRadialForce
- IgnoreRadialImpulse
- IsGravityEnabled
- LinearDamping
- Mass
- MaterialsNumber
- OnlyOwnerSee
- OwnerNoSee
Methods
- AddAngularImpulseInDegrees(System.Numerics.Vector3, string, bool)
- AddAngularImpulseInRadians(System.Numerics.Vector3, string, bool)
- AddForce(System.Numerics.Vector3, string, bool)
- AddForceAtLocation(System.Numerics.Vector3, System.Numerics.Vector3, string, bool)
- AddImpulse(System.Numerics.Vector3, string, bool)
- AddImpulseAtLocation(System.Numerics.Vector3, System.Numerics.Vector3, string)
- AddRadialForce(System.Numerics.Vector3, float, float, bool, bool)
- AddRadialImpulse(System.Numerics.Vector3, float, float, bool, bool)
- AddTorqueInDegrees(System.Numerics.Vector3, string, bool)
- AddTorqueInRadians(System.Numerics.Vector3, string, bool)
- ClearMoveIgnoreActors()
- ClearMoveIgnoreComponents()
- CreateAndSetMaterialInstanceDynamic(int)
- ForEachOverlappingComponent<T>(System.Action<T>)
- GetDistanceToCollision(System.Numerics.Vector3, System.Numerics.Vector3)
- GetMaterial(int)
- GetPhysicsAngularVelocityInDegrees(System.Numerics.Vector3, string)
- GetPhysicsAngularVelocityInDegrees(string)
- GetPhysicsAngularVelocityInRadians(System.Numerics.Vector3, string)
- GetPhysicsAngularVelocityInRadians(string)
- GetPhysicsLinearVelocity(System.Numerics.Vector3, string)
- GetPhysicsLinearVelocity(string)
- GetPhysicsLinearVelocityAtPoint(System.Numerics.Vector3, System.Numerics.Vector3, string)
- GetPhysicsLinearVelocityAtPoint(System.Numerics.Vector3, string)
- GetSquaredDistanceToCollision(System.Numerics.Vector3, float, System.Numerics.Vector3)
- IsOverlappingComponent(UnrealEngine.Framework.PrimitiveComponent)
- RegisterEvent(UnrealEngine.Framework.ComponentEventType)
- SetCenterOfMass(System.Numerics.Vector3, string)
- SetCollisionChannel(UnrealEngine.Framework.CollisionChannel)
- SetCollisionMode(UnrealEngine.Framework.CollisionMode)
- SetCollisionProfileName(string, bool)
- SetCollisionResponseToAllChannels(UnrealEngine.Framework.CollisionResponse)
- SetCollisionResponseToChannel(UnrealEngine.Framework.CollisionChannel, UnrealEngine.Framework.CollisionResponse)
- SetEnableGravity(bool)
- SetGenerateHitEvents(bool)
- SetGenerateOverlapEvents(bool)
- SetIgnoreActorWhenMoving(UnrealEngine.Framework.Actor, bool)
- SetIgnoreComponentWhenMoving(UnrealEngine.Framework.PrimitiveComponent, bool)
- SetMass(float, string)
- SetMaterial(int, UnrealEngine.Framework.MaterialInterface)
- SetPhysicsAngularVelocityInDegrees(System.Numerics.Vector3, bool, string)
- SetPhysicsAngularVelocityInRadians(System.Numerics.Vector3, bool, string)
- SetPhysicsLinearVelocity(System.Numerics.Vector3, bool, string)
- SetPhysicsMaxAngularVelocityInDegrees(float, bool, string)
- SetPhysicsMaxAngularVelocityInRadians(float, bool, string)
- SetSimulatePhysics(bool)
- UnregisterEvent(UnrealEngine.Framework.ComponentEventType)